HERO / GET TO KNOW THEM

Puck

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
PuckHERO GAME PLAN

What I want to do in the game

I threaten from a distance, leash targets with Dream Coil, and get out before the enemy disables me.

Puck has a talent for confounding its enemies with playfully elusive mischief. By teleporting to its damaging orb in order to hop short distances, it attacks foes with bursts of silencing dust. By the time its enemies can react, Puck has long since escaped.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

02

Mid · position 2

Initial recommendation

Levels, lane control and joining the team at the right moment matter.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I pick this when I need mobile initiation and to hold several targets without standing still for long.

What I watch out for

Instant hex and silence are especially dangerous. Whenever invulnerability ends, I need to know where I am moving next.

What I do in combat

I send Orb to provide both a threat and a repositioning route. I link Dream Coil with allied control rather than spending it for one touch.

What I check first

I do not spend every escape ability for one extra hit: Puck survives through the right sequence of actions.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Mid · position 2

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepWitch Blade

    Adds pressure through quick attacks in an intelligence-based core build.

  2. 02 / FoundationBoots of Travel

    Help you quickly move between areas of the map and pressure lanes; you need safe places to arrive.

  3. 03 / FoundationBlink Dagger

    Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

  4. 04 / Next choiceBlack King Bar

    Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

  5. 05 / Next choiceOctarine Core

    Reduces cooldowns when my impact is limited by how often my spells are available.

What I change for the situation 3 options
Aghanim's Scepter ↗

Unlocks or upgrades Dream Coil. The exact effects are shown below in the abilities section.

Linken's Sphere ↗

Blocks an eligible targeted ability; a cheap enemy spell can remove this protection in advance.

Wind Waker ↗

Improves your escape plan and gives you more freedom of movement while lifted.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Illusory Orb

Vector targeted. The hero launches a magical orb along the selected trajectory, damaging enemies it hits. Also, every 0.5 sec., the orb

↻ 12 / 11 / 10 / 9 sec.Mana 90 / 100 / 110 / 120
Details

Vector targeted. The hero launches a magical orb along the selected trajectory, damaging enemies it hits. The orb also deals 3% of its impact damage every 0.5 sec. to enemies it touches, but disappears if it travels beyond the maximum cast range. The hero can teleport to the orb at any time by using Ethereal Jaunt. With alternate cast enabled, the orb travels in a straight line.

Ability

Waning Rift

Puck teleports to the target location and releases a burst of faerie dust that deals damage and silences enemy units nearby.

↻ 16 / 15 / 14 / 13 sec.Mana 100 / 110 / 120 / 130
Ability

Phase Shift

CHANNELED - Puck briefly shifts into another dimension where it is immune from harm.

↻ 8 / 7.5 / 7 / 6.5 sec.
Details and upgrades

CHANNELED - Puck briefly shifts into another dimension where it is immune from harm.

Aghanim’s Shard

Puck's attacks deal bonus magic damage. Puck attacks all enemies within its attack range every time it phase shifts.

Ability

Dream Coil

Creates a coil of volatile magic that latches onto enemy Heroes, damaging and leashing them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage.

↻ 75 sec.Mana 125 / 175 / 225
Details and upgrades

Creates a coil of volatile magic that latches onto enemy Heroes, damaging and leashing them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage.

Aghanim’s Scepter

The ability’s owner attacks all enemies affected by it at 90% of normal attack speed. If an enemy breaks the coil, the attacks only stop after the stun ends.

Innates, upgrades and other forms1 ability +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

Puckish

Disjointing an attack projectile restores 3% of the hero’s maximum health and mana. Dodging a targeted spell projectile restores 3 times as much health and mana. Does not trigger when dodging tower attacks.

Full description

Disjointing an attack projectile restores 3% of the hero’s maximum health and mana. Dodging a targeted spell projectile restores 3 times as much health and mana. Does not trigger when dodging tower attacks.

Valve base stats +
Health · base
494
Mana · base
351
Damage · Valve field
45–53
Armour · Valve field
2.33
Movement speed
290
Attack range
550
Strength · base / gain
17 / 2.4
Agility · base / gain
14 / 2.1
Intelligence · base / gain
23 / 3.8

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

KEEP EXPLORING

One hero. Many decisions.

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